Dorgon

DORGONCINNABARFERDENSE    CR 1
Male Dwarf Clan Daergar Sorcerer 2
CN Medium Humanoid (Dwarf)
Hero Points 1
Init 2; Senses Darkvision; Perception +0


DEFENSE

AC 10, touch 10, flat-footed 10
hp 11 (2d62)
Fort 1, Ref 0, Will 2
Defensive Abilities Defensive Training
Weakness Vulnerability to Sunlight

OFFENSE

Spd 20 ft.
Melee Mace, Heavy +1 (1d8/20/x2) and
   Unarmed Strike +1 (1d3/20/x2)
Ranged Crossbow, Light +1 (1d8/19-20/x2)
Special Attacks Elemental Ray (5/day)
Sorcerer Spells Known (CL 2, +1 melee touch, +1 ranged touch):
1 (5/day) Mage Armor (DC 13), Burning Hands (DC 13)
0 (at will) Acid Splash, Ray of Frost, Touch of Fatigue (DC 12), Jolt, Root

STATISTICS

Str 10, Dex 10, Con 12, Int 15, Wis 9, Cha 15
Base Atk
1; CMB 1; CMD 11
Feats Combat Casting, Eschew Materials
Traits Mathematical Prodigy: Knowledge (Arcana), Outlander – Exile
Skills Acrobatics -3, Appraise +6, Bluff +6, Climb -3, Craft (Weapons) +4, Escape Artist -3, Fly -3, Intimidate +6, Knowledge (Arcana) +7, Knowledge (Engineering) +4, Knowledge (Planes) +6, Perception +0, Ride -3, Spellcraft +6, Stealth -3, Swim -3, Use Magic Device +6
Languages Common, Dwarven, Terran, Undercommon
SQ Elemental: Earth, Greed, Hardy +2, Hatred +1, Hero Points (1), Map Maker’s Kit, Slow and Steady, Stability +4, Stonecunning +2, Weapon Cord
Combat Gear Crossbow, Light, Mace, Heavy; Other Gear Artisan’s tools: Craft (Weapons), Backpack (empty), Bedroll, Blanket, winter, Candle, Chalk, 1 piece, Crowbar, Flask, Flint and steel, Heatstone, Ink (1 oz. vial, black), Inkpen, Map Maker’s Kit, Parchment (sheet) (5), Rations, trail (per day), Sack (empty), Soap (per lb) (2), Tent, Small, Waterskin, Weapon Cord

SPECIAL ABILITIES

Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Elemental Ray (5/day) (Sp) Ranged touch attack deals 1d6
1 Acid damage.
Elemental: Earth You may change any energy spell to use [Acid] energy.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Map Maker’s Kit +2 Circumstance for Survival to avoid becoming lost.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage after every hour it is exposed to sunlight.
Weapon Cord Attached weapon can be recovered as a swift action.

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Dorgon

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